Book Image

Building an RPG with Unreal 4.x

By : Steve Santello
Book Image

Building an RPG with Unreal 4.x

By: Steve Santello

Overview of this book

Now that Unreal Engine 4 has become one of the most cutting edge game engines in the world, developers are looking for the best ways of creating games of any genre in the engine. This book will lay out the foundation of creating a turn-based RPG in Unreal Engine 4.12. The book starts by walking you through creating a turn-based battle system that can hold commands for party members and enemies. You’ll get your hands dirty by creating NPCs such as shop owners, and important mechanics, that make up every RPG such as a currency system, inventory, dialogue, and character statistics. Although this book specifically focuses on the creation of a turn-based RPG, there are a variety of topics that can be utilized when creating many other types of genres. By the end of the book, you will be able to build upon core RPG framework elements to create your own game experience.
Table of Contents (17 chapters)
Building an RPG with Unreal 4.x
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Adding an NPC talk box


Now that you have already created a dialog box that pops up when the player interacts with the NPC, you can easily add dialog for the player to see when they click on the Talk button. Simply duplicate the DialogBox Widget Blueprint that you made previously and place it in the NPC folder under Content Browser located in Content | Blueprints | UI. Rename the duplicated Widget Blueprint Shop_Talk.

We will now add some proper dialog to this menu by opening the Shop_Talk Widget Blueprint. Then, within the Designer viewport, select the Text Block that is already placed into your Canvas Panel.

Once selected, navigate to Details | Content and, within Text, select Bind | + Create Binding.

As always, this action will automatically bring you to the Graph Editor and set the Get Text function to return a null value from a Return node. The next steps are identical to the steps that you did when calling dialog from the NPCDialog variable in the previous sections. You must navigate to...